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#version 310 es
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#define X(Y) /*
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*/ Y + 2
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#define Y(Z) 2 * Z// asdf
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#define Z(Y) /*
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*/ \
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2 /*
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*/ + 3 \
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* Y
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void main() {
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gl_Position = vec4(X(3) + Y(4) + Z(2));
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}
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